OFPEC Forum

Addons & Mods Depot => OFP - Addons & Mods General => Topic started by: DBR_ONIX on 10 May 2004, 17:38:42

Title: Deafness
Post by: DBR_ONIX on 10 May 2004, 17:38:42
Hey
I'm just wondering, is it possible to simulate a unit that is deaf..

Not too sure why, but thats besides the point :P

Just that the tank drivers hear quieter (I'm sure)

I'm not sure where to put it, but I guess here

Is it to do with the config.cpp file?

Cheers
- Ben
Title: Re:Deafness
Post by: Nemesis6 on 10 May 2004, 18:11:53
Well, I can imagine something along the lines of a loop switching the unit's 'mode' from combat to careless every third second or something.
Title: Re:Deafness
Post by: DBR_ONIX on 11 May 2004, 17:48:46
Thanks, but I mean for the player, not ai :(
BTW, thanks to the mod for moving this :)

It's in the CPP file, but I'm not sure the commandy bit

Anyone?
- Ben
Title: Re:Deafness
Post by: DanAK47 on 16 May 2004, 23:51:11
You could use the init event handler to load a script that checks if the unit is the player (so that it does not fade the player when another local unit is deafened), waits for whatever condition you want to deafen the player, then use fadeSound.
Title: Re:Deafness
Post by: DBR_ONIX on 09 Jun 2004, 19:40:14
Thanks :D
I was meaning to make the player deaf.. Fadesound works perfectly :)
0 fadesound 0

Does it work on Ai to?  :o
- Ben
Title: Re:Deafness
Post by: FlidMerchant on 25 Jun 2004, 21:15:57
No, fade sound just quietens the sound output, it has no actual effect on the events in the game.
Title: Re:Deafness
Post by: DBR_ONIX on 27 Jun 2004, 11:45:48
Yeah, didn't think so

It's really only for the player

Ta all
- Ben